Patrol Leader Sayble

  • December 2019
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Age:

mouse guard

Parents: Trevor & Roslyn (Shipwrights) Senior Artisan: Map Master Sampson

Name: Sayble 38

Home: Port Sumac

Mentor: Cassandra of the Watch

Fur Color: Sable

Friend: Roland (Husband)

Guard Rank: Patrol Leader

Enemy: Javier, Sheriff of IIvydale

Fate 1

Cloak Color: Sea blue The weak cannot forgive. Forgiveness is an Belief Playing a attribute of the strong. Belief earns

) One point alllows you to reroll any 6s as new dice

Abilities Raw Abilities

Special Abilities

P:MMMMMMM F: MMMMMM

resources

)

6

P:MMMMMMMMM F: MMMMMMMMM

circles

)

4

P:MMMMMMMMM F: MMMMMMMMM

nature (Mouse)

)

will

)

5

P:MMMMMM F: MMMMM

health

4 )

P:MMMMMM F:MMMMM

basic dice rules

1

Add one die per point spent or tap Nature

Accomplishing a Goal earns a persona point

nature rules

Conditions Always protect the youngsters

Healthy

Playing an Instinct earns a fate point

Advancement

When testing, roll the number of dice listed with your ability or skill. Independent Tests: The player must roll 4s or better (“successes”) equal to the obstacle. Versus Tests: The player must generate more successes than his opponent. I Am Wise: You may add +1D by incorporating one of your related wises. Teamwork: Help from another player adds +1D

Acting with your Nature: Use Nature in place of any relevant skill. Acting against Nature: Use Nature in place of any ability or skill, if test is failed, Nature is taxed by the margin of failure. Tapping Nature: You may spend a persona point to add your Nature rank to any roll aside from Resources and Circles. If outside of your Nature, the ability is automatically taxed by 1. If the roll is failed, Nature is taxed by margin of failure.

)

Skills

Hungry/Thirsty ) -1 to disposition to any conflict.

Angry (Ob 2 Will)

Skill

trait name

trait level

beneificial uses

checks

Weather Sense (1)

1 M+1D per session 2 M+1D per roll 3 MReroll failed dice

MUsed this session — May be used on each roll. MUsed this session

MMMM MMMM

Compassion (1)

1 M+1D per session 2 M+1D per roll 3 MReroll failed dice

MUsed this session — May be used on each roll. MUsed this session

MMMM MMMM

1 M+1D per session 2 M+1D per roll 3 MReroll failed dice

MUsed this session — May be used on each roll. MUsed this session

MMMM MMMM

1 M+1D per session 2 M+1D per roll 3 MReroll failed dice

MUsed this session — May be used on each roll. MUsed this session

MMMM MMMM

1 M+1D per session 2 M+1D per roll 3 MReroll failed dice

MUsed this session — May be used on each roll. MUsed this session

MMMM MMMM

Permission granted to make copies for personal use.

Skill

Rating

Advancement

orator

)

2

P:MMMMMM F: MMMMM

)

4

Tired (Ob 3 Health) )

healer

)

3

P:MMMMMM F: MMMMM

deceiver

)

P:MMMMMM F: MMMMM

Injured (Ob 4 Health) )

hunter

)

P:MMMMMM F: MMMMM

persuader

)

3

P:MMMMMM F: MMMMM

instructor

)

2

P:MMMMMM F: MMMMM

Boat Crafter

)

2

P:MMMMMM F: MMMMM

pathfinder

)

P:MMMMMM F: MMMMM

Cartographer

)

2

P:MMMMMM F: MMMMM

scout

)

P:MMMMMM F: MMMMM

Tide-wise

)

2

P:MMMMMM F: MMMMM

survivalist

)

P:MMMMMM F: MMMMM

Crime-wise

)

2

P:MMMMMM F: MMMMM

weather watcher

)

6

P:MMMMMM F: MMMMM

Transport-wise

)

2

P:MMMMMM F: MMMMM

)

P:MMMMMM F: MMMMM

Celebrations-wise

)

2

P:MMMMMM F: MMMMM

1: One test during Players’ Turn 2: Recovery check during

)

P:MMMMMM F: MMMMM

)

P:MMMMMM F: MMMMM

GM’s Turn 3: Charge: temporarily elevate

)

P:MMMMMM F: MMMMM

)

P:MMMMMM F: MMMMM

trait for remainder of session 2/4: Recharge trait

)

P:MMMMMM F: MMMMM

)

P:MMMMMM F: MMMMM

-1D to skills, Nature, Will and Health (but not recovery).

Traits

Advancement

fighter

-1 to disposition for all conflicts.

Net, field first aid kit, eye glass, ink, pen, parchment paper

Rating

P:MMMMMM F: MMMMM

)

-1 to disposition for any conflict that uses Will as its base.

Contacts

© 2008 Luke Crane and Ben Morgan.

Rating

Mouse Nature can be used for, escaping, climbing, hiding and foraging.

)

Goal

Gear

5

Advancement

Persona

a fate point

Instinct

Rating

Sick (Ob 4 Will) ) -1D to skills, Nature, Will and Health (but not recovery).

Earning Checks 1: -1D to your ind. or vs. test 2: +2D to opponent’s vs. test 2: Break versus test tie in opponent’s favor

Spending Checks

www.burningwheel.com

P= Pass; successful tests F= Fail; failed tests.

Advancement requires: Passed tests equal to the skill rank and failed tests equal to one less than the rank. Learning a new skill requires: tests equal to Nature rank.

Disposition

conflict goal

conflict mechanics  Decide 

conflict actions Action 2

Action 3

MAttack MDefend MFeint MManeuver

MAttack MDefend MFeint MManeuver

Action 1 MAttack MDefend MFeint MManeuver

action interactions

-

Attack Defend Feint Maneuver

Attack

Defend

Feint

Maneuver

I

V

*

V

V

I

*

V

*

*

V

I

V

V

I

I

skills by conflict/action Argument

Privately choose one action in each volley.

Attack

Defend Add the margin of success to the disposition. Disposition cannot go higher than the starting total.

Check participants’ conditions. Modify dispositions accordingly.



Choose three actions in private. The GM chooses his actions first.



Reveal first action. The GM reveals his action first. Consult the Actions Table to see how your actions interact. Make Action test. Add any modifiers from gear or weapons. Change disposition accordingly. If either disposition is reduced to 0, stop.

Negotiation

Haggling

Will

Fight

Fighter

Health or Nature



Attack

Defend

Feint

Maneuver

Persuader

Persuader

Persuader or Deceiver

Persuader or Deceiver

Maneuver Spend your margin of success to buy a particular effect. You may buy multiple effects if you can afford it. You can’t buy the same effect twice on the same action.

Scout

Pathfinder

Pathfinder

Scout

Fighter

Nature

Fighter

Nature

Fighter or Hunter

Lore. or Nature

Fighter or Hunter

Lore. or Nature

• Margin of Success 2: Gain position: +2D advantage to your next action.

Haggler

Haggler

Deceiver

Deceiver

Journey

Pathfinder

See descr.

Pathfinder

See descr.

Speech

Orator

Orator

Orator or Deceiver

Orator or Deceiver

Militarist

Militarist or Orator

Militarist

Militarist

• Margin of Success 3: Disarm: remove one of your opponent’s gear or weapons, disable a trait for the remainder of the conflict. Or you may Impede and Gain Position. Independent Obstacle: 0

Test Skill

Argument

Persuader

Add to Base Will

Speech

Orator

Will

Reveal and test for Actions 2 and 3. Same rules as above.

Fight Animal

Fighter or Hunter

Health or Nature



After Action 3, all teams who still have disposition of 1 or more privately choose three more actions. The process continues until all the teams on the players’ side or the GM’s have been reduced to 0 disposition.

Chase

Scout

Nature



Once one side has been reduced to 0 disposition, work out a compromise appropriate to the damage done to the winning team’s disposition.

War

Military

Will

Journey

Pathfinder

Health

Other

Attack skill

GM’s call

sample weapons FIGHT

Independent Obstacle: 0

Conflict Type



Weapon

Fight

War



Feint is a special attack. If played against Defend, the Defender may not test. The Feinter makes an independent test, successes reduce his target’s disposition. If played against an Attack, the Feinting player may not attack or defend. If played against another Feint, make a versus test. The margin of success is subtracted from the loser’s disposition. If played against Maneuver, test Feint at Ob 0. Successes are removed from opponent’s disposition.

Chase

Negotiation

Roll for your starting disposition.

Feint

• Margin of Success 1: Impede: -1D disadvantage to your opponent’s next action.

Fight Animal

State goals. Write them on your sheets.



Attack reduces disposition by margin of success. Independent Obstacle: 0

Determine participants and teams.

To generate a starting disposition for a conflict, test the listed appropriate skill and add those successes to the rating of the listed ability, subtract any condition penalties from that total. Apply condition penalties to the disposition. If acting in a group, all unique penalties apply to the group’s disposition. Check gear (like armor) for disposition bonuses or penalties.



Independent Obstacle: 3.

I= Independent action. Test both separately, both actions can be successful or both can fail. V= Versus. Roll skills or abilities against each other. Highest number of successes wins. *Special. See Feint action description at right.

ConflictType

actions descriptions

the type of conflict.

Starting Disposition

Attack Defend Feint Maneuver Special

Length

Axe

+1s

-1D

-1D





Normal

Bow

+1D*





+2D

*Vs Defend only

Missile

Halberd

+1s(axe)

-1D(axe)

-1D(axe)

+1D(spear)

Choose mode

Spear

Hook and Line

-1D





+1D, +1s



Normal

Knife







See Special

As disarm against spear or bow

Normal or Thrown

Shield



+2D





-1D Health

Normal

Sling







+1D



Missile

Spear







+1D



Spear

Staff





+1D





Normal or Thrown

Sword









+1D to one action type

Normal

Intimidation





+1s

+1s





Deception





+1s

+1s





Evidence

+1s







Must have evidence!



Roleplay









+1D to one action type



Promises



+1D









Repeating

-1D

-1D

-1D

-1D





ARGUMENT

multiple characters in a team If you have two or more mice in one team, each player takes turns testing for and describing his actions for the team. Two players alternate back and forth. Three players each get one action out of the set of three. If you have four players on one team, which I recommend against, the fourth player starts the next exchange of actions. Then you go around the table again.

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